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Full 40k Iron Hands Codex Rules: Relics, Traits & Psychic Powers

By Andrew Schrank | September 15th, 2019 | Categories: 40k News & Articles, News & Rumors, Space Marines

iron hands wal hor text

Check out the full rules for Relics, Warlord Traits, and Psychics from the Iron Hands supplement that may make these guys tough as nails in 40k now.

You ain’t seen nothing yet. From bonus abilities to relics and Psychic Powers, these guys are going to be interesting, to say the least!

Editor’s Note: Be sure to keep in mind in some cases these rules are paraphrased and may not be the EXACT codex wording. There is a chance we got some terms, and/ or phrases wrong. Other than that, enjoy the new Traits, Psychics and Abilities of the Iron Hands!

Full 40 Iron Hands Codex Rules: Relics, Traits & Psychic Powers

With the new codex and supplements, the Chapters are getting bonus rules called Doctrines. All Chapters start with the same Doctrine active at the start of the game. However, as the game progresses, they can switch up the rules and pick which Doctrine is best for the stage that turn.

calculated fury

The Iron hands Calculated Fury ability pairs with the Devastator doctrine. This allows all models in the army to move and shoot heavy weapons and re-roll all ones to hit. This is not only unique but also just insane. A max squad of Hellblasters plus Fierros 2+ Ballistic skill could kill/maim most targets in one round of shooting and probably without any CP needed.

Warlord Traits

Iron Hands student of history

We already saw Student of History (which is also Feirros), so let take a quick look at the other five.

  1. Adept of the Omnissiah: This lets a character repair a vehicle for D3 and if it is a tech marine already, it can repair flat 3
  2. Will of Iron: This gives a free deny the witch roll to the character, if they already could, they get an extra deny roll
  3. All Flesh is Weak: This is a standard 5+ feel no pain
  4. Merciless Logic: Unmodified hit rolls of 6 generate an additional hit, these can’t produce more. (This can include guns, as it only says “an Attack”)
  5. Target Protocols: Select one unit within 6″, when resolving that units ranged attacks, you can re-roll a hit roll, wound roll, and damage roll.

Relics

iron hands relic iron stone

We saw The Ironstone, which helps make nearby vehicles tougher to hurt, so let’s see the possibilities with the rest of the relics.

  1. Axe of Medusa: Replaces a Power Axe to become a +3 Str, -3 AP, and 3 damage
  2. The Aegis Ferrum: (Primaris Only) +1 toughness, reduce damage take by 1 to a minimum of 1
  3. The Mind Forge: Replaces a Power Sword, Axe, or Stave to become x2 Str,  -3 AP, and d3 damage
  4. Betrayer’s Bane: Replaces a combi-melta to change the melta profile to Assault 2, 8 Str, -4 AP, d6 damage
  5. The Tempered Helm: When you use a CP on a stratagem you can roll a dice on a 5+ you get one CP back, Only one per battle round
  6. Gorgon’s Chain:  The character is -1 to wound, and has a 4+ Inv

Psychic Discipline: Technomancy

iron hands psychic blessings of the machine godWe previously saw this psychic power, so let’s take a look at the other 5

  1. Objuration Mechanicum: Warp charge of 7; choose an enemy within 18″ of the psyker and in line of sight, until the start of the next fight phase, If they have an unmodified hit roll of 1 with a ranged weapon they suffer one mortal wound after resolving the attacks.
  2. Fury of Medusa:  Warp charge of 6; choose an enemy within 18″ of the psyker and in line of sight, draw a line 1mm wide between the psyker and the target’s bases. For each enemy and the target in the line roll 1d6, add 2 to the roll for to vehicles. On a 4 or 5 they take 1 mortal wound, on a 6 they take d3.
  3. Psysteel Armour: Warp charge of 6; choose one friendly Iron hands unit within 12″ of the psyker, until your next psychic phase, add one to saving throws for that unit, Invulnerable saves are not affected.
  4. Reforge: Warp charge of 5; choose one friendly Iron hands vehicle within 3″ of the psyker they regain d3 lost wounds
  5. Machine Flense: Warp charge of 6; choose one enemy vehicle model within 18″ and visible to the psyker, They take d3 mortal wounds. Then, choose one enemy unit within 6″ and visible of that vehicle, for each mortal wound the vehicle took roll a d6, on a 3+ the unit takes a mortal wound.

That’s a great look at the larger changes rules-wise overall for the Iron Hands- more on the way soon!

Malkaan Feirros: Iron Hands Full Rules REVEALED

Iron Hands Ferrios title wal hor

 

Malkaan Feirros is going to be bringing the pain to the enemies of the Iron Hands. Check out his FULL Warhammer 40k rules from the codex supplement book.

What do you think about this rules wave? Are Iron Hands the new top chapter? Do you think they have a shot at being the best 40k army in the meta?

Let us know in the comments of our Facebook Hobby Group, and sign up to get your free hobby updates newsletter each morning as well!

About the Author: Andrew Schrank

Andrew Schrank

andrew schrank headshotJob Title: Miniatures & Warhammer Hobby Staff Writer

Socials: Facebook

About Andrew Schrank: Over the past 15 years, Andrew has played all the games, including tabletop and video games, and immersed himself in the associated lore. Andrew joined the Spikey Bits team in 2018 and covers the Warhammer hobby and tournament scene, along with the latest in tabletop miniatures, each week.

Aspiring diplomat, Lord of Fluff, and Master of Ice Hammer, He loves Star Wars, Chaos Undivided, and Gundam. During his free time, he hunts Platinum trophies on PS5 and reads international news. On weekends, Andrew plays commander and cEDH games, often with unique strategies that push the limits.

He believes each day presents a new opportunity to grow and be challenged.